mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
-stealth colouring added to code - shows up when stealthbonus is >= 50 - stealth colour has priority over camo colour
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -3210,7 +3210,12 @@ INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType
|
||||
}
|
||||
|
||||
// Check for cammo...
|
||||
if ( ( pSoldier->bCamo + pSoldier->wornCamo ) > 50 )
|
||||
if ( GetWornStealth(pSoldier) >= 50 )
|
||||
{
|
||||
strcpy( zColFilename, "ANIMS\\steath.col" );
|
||||
return( 1 );
|
||||
}
|
||||
else if ( ( pSoldier->bCamo + pSoldier->wornCamo ) >= 50 )
|
||||
{
|
||||
strcpy( zColFilename, "ANIMS\\camo.COL" );
|
||||
return( 1 );
|
||||
|
||||
+6
-4
@@ -7086,14 +7086,16 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
|
||||
if ( oldCamo != newCamo )
|
||||
{
|
||||
pSoldier->wornCamo = newCamo;
|
||||
if ( pSoldier->bInSector)
|
||||
CreateSoldierPalettes( pSoldier );
|
||||
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
|
||||
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
|
||||
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
|
||||
if ( pSoldier->bInSector)
|
||||
CreateSoldierPalettes( pSoldier );
|
||||
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
|
||||
UINT16 GetFirstExplosiveOfType(UINT16 expType)
|
||||
|
||||
@@ -705,6 +705,11 @@ BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse )
|
||||
strcpy( zColFilename, "ANIMS\\camo.COL" );
|
||||
bBodyTypePalette = 1;
|
||||
}
|
||||
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_STEALTH_PALETTE )
|
||||
{
|
||||
strcpy( zColFilename, "ANIMS\\stealth.col" );
|
||||
bBodyTypePalette = 1;
|
||||
}
|
||||
|
||||
if ( bBodyTypePalette == -1 )
|
||||
{
|
||||
@@ -790,7 +795,11 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
|
||||
SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
|
||||
SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
|
||||
|
||||
if ( pSoldier->bCamo != 0 )
|
||||
if ( GetWornStealth(pSoldier) >= 50 )
|
||||
{
|
||||
Corpse.usFlags |= ROTTING_CORPSE_USE_STEALTH_PALETTE;
|
||||
}
|
||||
else if ( pSoldier->bCamo >= 50 )
|
||||
{
|
||||
Corpse.usFlags |= ROTTING_CORPSE_USE_CAMMO_PALETTE;
|
||||
}
|
||||
|
||||
@@ -80,6 +80,7 @@ enum RottingCorpseDefines
|
||||
#define ROTTING_CORPSE_USE_WEST_ENTRY_POINT 0x10 //Find the spot closest to the west entry grid
|
||||
#define ROTTING_CORPSE_USE_CAMMO_PALETTE 0x20 //We use cammo palette here....
|
||||
#define ROTTING_CORPSE_VEHICLE 0x40 //Vehicle Corpse
|
||||
#define ROTTING_CORPSE_USE_STEALTH_PALETTE 0x80 //We use stealth palette here....
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user